diff --git a/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs b/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs index 7da9e6f72..92cd4ae98 100644 --- a/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs +++ b/tests/Aetheria.Shared.Tests/CrossingScenarioTests.cs @@ -2,6 +2,7 @@ using System.Linq; using Xunit; using static CultMath.math; using float2 = CultMath.float2; +using float3 = CultMath.float3; // The arenas the operator flies to check the evasion term and the articulated barrel (map: Scenarios for operator // checks). Each test launches the scenario the way New Game does and reads what it staged, so a script that stops @@ -42,6 +43,11 @@ public sealed partial class RunStartTests Assert.True(toCrosser.z > 0, "the crosser starts ahead"); Assert.True(abs(dot(crosser.Direction, player.Direction)) <= sin(radians(30f)) + 1e-4f, "the crosser faces within 30 degrees of perpendicular to the player's bow"); + // It is placed moving: toward the bow line at most of the Djinni's 50 m/s cap, so its run is its own and not only the + // arena's pull on the player. + var crosserVelocity = ((Ship) crosser).Velocity; + Assert.True(crosserVelocity.x * toCrosser.x < 0, "the crosser starts moving toward the bow line"); + Assert.True(length(crosserVelocity) >= 40f, "the crosser starts at most of the Djinni's speed cap"); Assert.False(player.IsHostileTo(waiting) || waiting.IsHostileTo(player), "the waiting Djinni is neutral"); Assert.Equal(0, AgentsOf(arena, waiting)); @@ -67,6 +73,7 @@ public sealed partial class RunStartTests Assert.True(after.z > 0, "the crosser passes the bow line ahead of the player, not astern"); Assert.True(length(after) < CrossingMetres, "the crosser passes inside the stated distance"); Assert.True(FireControl.InArc(small, after), "FastBlast+- bears on the crosser as it crosses"); + Assert.True(dot(FireControl.MountDirection(small), float3(player.Direction.x, 0, player.Direction.y)) > 0, "FastBlast+- mounts forward"); } } Assert.True(swept, $"the crosser's bearing never swept across the bow within {CrossingSeconds} s");